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Space Lander
#1
Exploring moving/controlling an object etc...very fun project

No collisions yet, no sound.   Control with w, a, d keys 

Cheers

Code: (Select All)
'Lander
'james2464
'Sept 2 2022


Dim scx, scy As Integer


'screen size
scx = 1100 '    640 min --- 1600 max  made for 1100
scy = 600 '    480 min --- 700 max    made for 600

Screen _NewImage(scx, scy, 32)

Randomize Timer

Const PI = 3.141592654#




Dim c0(100) As Long

c0(0) = _RGB(0, 0, 0)
c0(1) = _RGB(255, 255, 255, 60)
c0(2) = _RGB(255, 0, 0)
c0(3) = _RGB(150, 150, 255)
c0(4) = _RGB(0, 200, 50)
c0(5) = _RGB(100, 100, 100)
c0(6) = _RGB(50, 50, 50)
c0(7) = _RGB(255, 50, 50)
c0(8) = _RGB(125, 125, 200)
c0(9) = _RGB(0, 125, 255)
c0(10) = _RGB(255, 200, 125)
c0(11) = _RGB(20, 20, 20)

c0(30) = _RGBA32(255, 255, 150, 160) 'ship exhaust
c0(31) = _RGBA32(255, 255, 150, 80) 'ship exhaust
c0(32) = _RGBA32(255, 255, 150, 40) 'ship exhaust
c0(33) = _RGBA32(255, 255, 150, 20) 'ship exhaust
c0(34) = _RGBA32(255, 220, 0, 200) 'ship exhaust
c0(35) = _RGBA32(255, 220, 0, 100) 'ship exhaust
c0(36) = _RGBA32(255, 220, 0, 70) 'ship exhaust
c0(37) = _RGBA32(255, 220, 0, 40) 'ship exhaust
c0(38) = _RGBA32(255, 220, 0, 10) 'ship exhaust
c0(39) = _RGBA32(255, 220, 0, 0) 'ship exhaust


Dim xx, yy
xx = scx / 2
yy = scy / 2

Type BB
    live As Integer
    x As Single
    y As Single
    xv As Single
    yv As Single
    age As Integer
    rad As Integer
    spd As Single
    colour As Integer
End Type

Dim bnb(900) As BB



Cls
'lower random landscape
j = 0
jj = 0
k = 170
Do
    j = j + 1
    jj = jj + 1
    If jj > 8 Then
        r = Int(Rnd * 5) - 2
        jj = 0
    End If
    k = k + r
    If k > 220 Then
        k = k - r
    End If
    If k < 120 Then
        k = k - r
    End If
    Line (j, scy - k)-(j, scy), c0(6)
Loop Until j >= scx

'upper random landscape
j = 0
jj = 0
k = scy / 6
Do
    j = j + 1
    jj = jj + 1
    If jj > 8 Then
        r = Int(Rnd * 5) - 2
        jj = 0
    End If
    k = k + r
    If k > (scy / 5) Then
        k = k - r
    End If
    If k < scy / 9 Then
        k = k - r
    End If
    Line (j, 0)-(j, k), c0(6)
Loop Until j >= scx



'===== ground
Line (0, scy - 20)-(scx, scy), c0(5), BF

'===== right wall
Line (scx - 40, 0)-(scx, scy - 20), c0(5), BF

'===== left wall
Line (0, 0)-(40, scy - 20), c0(5), BF

'===== pad 1
Line (100, yy)-(200, scy - 80), c0(0), BF
Line (100, scy - 80)-(200, scy - 78), c0(4), BF

'===== pad 2
Line (280, yy)-(355, scy - 50), c0(0), BF
Line (280, scy - 50)-(355, scy - 48), c0(4), BF

'===== pad 3
Line (380 + (scx - 480) / 6, yy)-(430 + (scx - 480) / 6, scy - 90), c0(0), BF
Line (380 + (scx - 480) / 6, scy - 90)-(430 + (scx - 480) / 6, scy - 88), c0(4), BF

'===== pad 4
Line (scx - 120, yy)-(scx - 160, scy - 50), c0(0), BF
Line (scx - 120, scy - 50)-(scx - 160, scy - 48), c0(4), BF


'Sleep



'===== parameters
flow = 1
dv = .033 '              time delay value
pt = 2 '                point size aka circle size
fan = 30 ' fountain fan size
cc1 = 1 '              colour 1
cc2 = 4 '              colour 2
ls = 4 ' launch speed
Dim blive, maxb As Integer

blive = 1
maxb = 1
flip = 0

stx = scx - 140
sty = scy - 70

bnb(1).live = 1
bnb(1).colour = 3

bnb(1).x = stx
bnb(1).y = sty

j = 1

'======== main loop
Do

    flag = 0
    Do



        'update screen

        'erase ship
        cc = 0
        Line (bnb(j).x - 16, bnb(j).y - 15)-(bnb(j).x + 16, bnb(j).y + 19), c0(cc), BF



        'find what's changed before drawing ship again

        'what colour pixels are beneath the ship?
        'if not black, then it has touched down or collided
        c0(99) = Point(bnb(j).x, bnb(j).y + 20)
        If c0(99) <> c0(0) Then
            ccflag = 1 'contact
        Else
            ccflag = 0 'no contact
        End If

        gravityadd = .03
        bnb(j).yv = bnb(j).yv + gravityadd




        If ccflag = 0 Then 'if ship is flying


            '===============  player input
            If _KeyDown(119) Then
                bnb(j).yv = bnb(j).yv - .2
                fire = 1
            End If
            If bnb(j).yv > 10 Then bnb(j).yv = 10
            If bnb(j).yv < -10 Then bnb(j).yv = -10

            If _KeyDown(97) Then
                bnb(j).xv = bnb(j).xv - .1
                fire = 2
            End If
            If bnb(j).xv < -5 Then bnb(j).xv = -5


            If _KeyDown(100) Then
                bnb(j).xv = bnb(j).xv + .1
                fire = 3
            End If
            If bnb(j).xv > 5 Then bnb(j).xv = 5


            cc = 3 'normal ship colour
            'if ship is not landed anywhere
            bnb(j).x = bnb(j).x + bnb(j).xv
            bnb(j).y = bnb(j).y + bnb(j).yv
            If bnb(j).x < 50 Then bnb(j).x = 50
            If bnb(j).x > scx - 50 Then bnb(j).x = scx - 50
            If bnb(j).y < 10 Then bnb(j).y = 10
            If bnb(j).y > scy - 30 Then bnb(j).y = scy - 30

            'ship
            Line (bnb(j).x - 3, bnb(j).y - 15)-(bnb(j).x + 3, bnb(j).y - 14), c0(cc), BF
            Line (bnb(j).x - 5, bnb(j).y - 13)-(bnb(j).x + 5, bnb(j).y - 11), c0(cc), BF
            Line (bnb(j).x - 6, bnb(j).y - 10)-(bnb(j).x + 6, bnb(j).y + 4), c0(cc), BF
            Line (bnb(j).x - 6, bnb(j).y - 12)-(bnb(j).x - 16, bnb(j).y + 19), c0(cc)
            Line (bnb(j).x + 6, bnb(j).y - 12)-(bnb(j).x + 16, bnb(j).y + 19), c0(cc)
            Line (bnb(j).x - 16, bnb(j).y + 19)-(bnb(j).x - 6, bnb(j).y + 4), c0(cc)
            Line (bnb(j).x + 16, bnb(j).y + 19)-(bnb(j).x + 6, bnb(j).y + 4), c0(cc)
            Line (bnb(j).x - 1, bnb(j).y + 5)-(bnb(j).x + 1, bnb(j).y + 5), c0(cc) 'engine
            Line (bnb(j).x - 2, bnb(j).y + 6)-(bnb(j).x + 2, bnb(j).y + 6), c0(cc) 'engine
            Line (bnb(j).x - 3, bnb(j).y + 7)-(bnb(j).x + 3, bnb(j).y + 7), c0(cc) 'engine
            'ship exhaust
            If fire = 1 Then
                cc = 30
                Line (bnb(j).x - 2, bnb(j).y + 8)-(bnb(j).x + 2, bnb(j).y + 9), c0(30), BF
                Line (bnb(j).x - 2, bnb(j).y + 10)-(bnb(j).x + 2, bnb(j).y + 10), c0(31), BF
                Line (bnb(j).x - 2, bnb(j).y + 11)-(bnb(j).x + 2, bnb(j).y + 12), c0(32), BF
                Line (bnb(j).x - 2, bnb(j).y + 13)-(bnb(j).x + 2, bnb(j).y + 15), c0(33), BF
                'PSet (bnb(j).x, bnb(j).y + 16), c0(33)
            ElseIf fire = 2 Then
                cc = 31
                Line (bnb(j).x + 7, bnb(j).y - 5)-(bnb(j).x + 12, bnb(j).y - 4), c0(cc), BF
            ElseIf fire = 3 Then
                cc = 31
                Line (bnb(j).x - 7, bnb(j).y - 5)-(bnb(j).x - 12, bnb(j).y - 4), c0(cc), BF
            End If
            fire = 0



        Else 'ship is touching down
            '===============  player input
            If _KeyDown(119) Then
                bnb(j).yv = bnb(j).yv - .2
                fire = 1
            End If
            If bnb(j).yv > 10 Then bnb(j).yv = 10
            If bnb(j).yv < -10 Then bnb(j).yv = -10

            'If _KeyDown(97) Then bnb(j).xv = bnb(j).xv - .1
            'If _KeyDown(100) Then bnb(j).xv = bnb(j).xv + .1
            'If bnb(j).xv > 5 Then bnb(j).xv = 5
            'If bnb(j).xv < -5 Then bnb(j).xv = -5

            cc = 3 'ship landed alt colour
            'if ship is landed
            bnb(j).xv = bnb(j).xv * .6 'cancel out most of existing x velocity
            If bnb(j).yv > 0 Then bnb(j).yv = 0 'cancel y velocity if heading down

            bnb(j).x = bnb(j).x + bnb(j).xv
            bnb(j).y = bnb(j).y + bnb(j).yv 'since y velocity can only be upward, go for it
            If bnb(j).x < 50 Then bnb(j).x = 50
            If bnb(j).x > scx - 50 Then bnb(j).x = scx - 50
            If bnb(j).y < 10 Then bnb(j).y = 10
            If bnb(j).y > scy - 30 Then bnb(j).y = scy - 30

            'ship
            Line (bnb(j).x - 3, bnb(j).y - 15)-(bnb(j).x + 3, bnb(j).y - 14), c0(cc), BF
            Line (bnb(j).x - 5, bnb(j).y - 13)-(bnb(j).x + 5, bnb(j).y - 11), c0(cc), BF
            Line (bnb(j).x - 6, bnb(j).y - 10)-(bnb(j).x + 6, bnb(j).y + 4), c0(cc), BF
            Line (bnb(j).x - 6, bnb(j).y - 12)-(bnb(j).x - 16, bnb(j).y + 19), c0(cc)
            Line (bnb(j).x + 6, bnb(j).y - 12)-(bnb(j).x + 16, bnb(j).y + 19), c0(cc)
            Line (bnb(j).x - 16, bnb(j).y + 19)-(bnb(j).x - 6, bnb(j).y + 4), c0(cc)
            Line (bnb(j).x + 16, bnb(j).y + 19)-(bnb(j).x + 6, bnb(j).y + 4), c0(cc)
            Line (bnb(j).x - 1, bnb(j).y + 5)-(bnb(j).x + 1, bnb(j).y + 5), c0(cc) 'engine
            Line (bnb(j).x - 2, bnb(j).y + 6)-(bnb(j).x + 2, bnb(j).y + 6), c0(cc) 'engine
            Line (bnb(j).x - 3, bnb(j).y + 7)-(bnb(j).x + 3, bnb(j).y + 7), c0(cc) 'engine


            'ship exhaust
            If fire = 1 Then
                cc = 30
                Line (bnb(j).x - 2, bnb(j).y + 8)-(bnb(j).x + 2, bnb(j).y + 9), c0(30), BF
                Line (bnb(j).x - 2, bnb(j).y + 10)-(bnb(j).x + 2, bnb(j).y + 10), c0(31), BF
                Line (bnb(j).x - 2, bnb(j).y + 11)-(bnb(j).x + 2, bnb(j).y + 12), c0(32), BF
                Line (bnb(j).x - 2, bnb(j).y + 13)-(bnb(j).x + 2, bnb(j).y + 15), c0(33), BF
                'PSet (bnb(j).x, bnb(j).y + 16), c0(33)
            End If
            fire = 0

        End If


        blink = blink + 1
        If blink < 25 Then
            bk = 0
        End If
        If blink > 24 Then
            bk = 2
        End If
        If blink > 50 Then blink = 0

        If ccflag = 0 Then
            Line (bnb(j).x - 1, bnb(j).y - 10)-(bnb(j).x + 1, bnb(j).y - 8), c0(bk), BF
        Else
            Line (bnb(j).x - 1, bnb(j).y - 10)-(bnb(j).x + 1, bnb(j).y - 8), c0(4), BF
        End If

        _Delay dv
    Loop Until flag = 1



Loop


End
Reply
#2
I like your lander design.

Some advice about Background:
1. make the background and take a snapshot of it, 
background_handle = _newimage(_width, _height, 32)
_putimage ,0, background_handle '  screen to snapshot

then in main loop
_putImage , background_handle, 0 'snapshot to screen
that way you don't have to worry about blanking out the last drawing of lander, you just overlay background and then draw lander in new place, way faster and more efficient.

2. Put more layers of background mountains in (or just do 1 layer), right now it looks like you are in a strange tunnel with only foreground and background.

3. On the ground you land on (or crash) add more Red or green or blue or (easier) just make one shade only different from the other color levels. Then for collision, check for that one color with POINT to see if lander feet are on level ground. BTW
_SOURCE background_handle
before you check POINT colors for "collision" with ground.

Here is some nice landscape layering:
Code: (Select All)
Screen _NewImage(640, 350, 32)
Dim k As _Unsigned Long
Color , _RGB32(30, 30, 60)
Do
    Cls
    DrawTerrain 100, 25, &HFF332211
    DrawTerrain 150, 20, &HFF443322
    DrawTerrain 200, 15, &HFF554433
    DrawTerrain 250, 10, &HFF665544
    DrawTerrain 300, 5, &HFF776655
    Sleep 5
Loop Until _KeyDown(27)

Sub DrawTerrain (h, modN, c As _Unsigned Long) ' modN for ruggedness the higher the less smooth
    For x = 0 To _Width
        If x Mod modN = 0 Then ' adjust mod number for ruggedness the higher the number the more jagged
            If h < 350 - modN And h > 50 + modN Then
                dy = Rnd * 20 - 10
            ElseIf h >= 350 - modN Then
                dy = Rnd * -10
            ElseIf h <= 50 + modN Then
                dy = Rnd * 10
            End If
        End If
        h = h + .1 * dy
        Line (x, _Height)-(x, h), c
    Next
End Sub
b = b + ...
Reply
#3
Thank you, I appreciate the advice.

The terrain code is great, wow. Great idea.
Reply
#4
Is it possible to capture a snapshot of just a portion of the existing screen?

This is just a test to see if I understand _Newimage and _Putimage well enough. And since the following code doesn't work, I obviously don't .

Code: (Select All)
Dim snap&
        snap& = _NewImage(100, 100, 32)    'create a small blank image 100x100

        _PutImage (400, 400)-(500, 500), 0, snap&     'grab a section of the screen (source) and copy it to the small image (destination)
        Sleep
        Cls
        _PutImage (100, 100), snap&, 0  'take the new image and place it onto the screen (should now be a black screen with this new image appearing)
        Sleep
        Cls
        Sleep
        _PutImage (200, 200), snap&, 0  'now the same small image should appear in a different place
        Sleep


Anyway I looked it up but I haven't found any specific details on capturing a portion of the screen like this.

I should mention that this was pasted into the program where the screen already had been created. So this is meant to be getting a snapshot of the game screen and then placing that onto a black screen, just as a test.
Reply
#5
Ignore the previous question, I got it.

I had the source and destination reversed, so it now works. Thanks to the Game Programming tutorial there was a new and good explanation of _Putimage

located here: https://qb64sourcecode.com/task15.html#COPYPASTE
Reply
#6
Here is quick demo for making background, making a sprite, sprite move with _Putimage, and sprite scale and tilt while moving with RotoZoom
Code: (Select All)
Screen _NewImage(600, 350, 32)

' ===========================================   make background snapshot
Color , _RGB32(30, 30, 60)
snapBack& = _NewImage(_Width, _Height, 32)
Cls
DrawTerrain 100, 25, &HFF332211
DrawTerrain 150, 20, &HFF443322
DrawTerrain 200, 15, &HFF554433
DrawTerrain 250, 10, &HFF665544
DrawTerrain 300, 5, &HFF776655
_PutImage , 0, snapBack&
'check it
Cls
_PutImage , snapBack&, 0
Print "Press any for sprite drawn in middle of screen..."
Sleep


' ========================================== make a spaceship sprite
ship& = _NewImage(61, 31, 32) ' ship is 60 x 30 drawn in top left hand corner
' need black backgrounf for ship
Color , &HFF000000 '= balck background
Cls
drawShip 30, 15, &HFF00FF88
_PutImage , 0, ship&, (0, 0)-(61, 31) ' <<<< upper left corner of screen!!!
' make the background black of ship transparent
_ClearColor &HFF000000, ship&
'now check our ship by putting it into middle of screen
Cls 'still black
x = _Width / 2 - 30: y = _Height / 2 - 15 '  x, y upper left corner so center of image at center of screen
_PutImage (x, y), ship&, 0 ' ship to screen destiation (x, y)
Print " Press any to see sprint move across background"
Sleep

' move sprite over landscape
sx = 0 'from left edge to right and back
dx = 5
Do
    sx = sx + dx
    If sx > _Width - 60 Then
        sx = _Width - 60: dx = -dx
    ElseIf sx < 0 Then
        sx = 0: dx = -dx
    End If
    _PutImage , snapBack&, 0 ' back to screen
    _PutImage (sx, 175), ship&, 0 ' ship to screen at destination x, y
    Locate 1, 1
    Print "Press enter to see Rotozoom scale and tilt sprite..."
    _Display 'no flicker
    _Limit 20 ' max 20 loops a second
Loop Until _KeyDown(13)


sx = 0 'from left edge to right and back
tilt = 45: scale = 1.2
dx = 5
Do
    sx = sx + dx
    If sx > _Width - 60 Then
        sx = _Width - 60: dx = -dx
        scale = 2: tilt = 135
    ElseIf sx < 0 Then
        sx = 0: dx = -dx
        scale = 1.2: tilt = 45
    End If
    _PutImage , snapBack&, 0 ' back to screen

    'rotozoom workes from image center
    RotoZoom sx + 30, 175 + 15, ship&, scale, tilt ' ship to screen at destination x, y
    Locate 1, 1
    Print "Press escape to quit..."
    _Display 'no flicker
    _Limit 20 ' max 20 loops a second
Loop Until _KeyDown(27)


Sub drawShip (x, y, colr As _Unsigned Long) 'shipType     collisions same as circle x, y radius = 30
    Static ls
    Dim light As Long, r As Long, g As Long, b As Long
    r = _Red32(colr): g = _Green32(colr): b = _Blue32(colr)
    fellipse x, y, 6, 15, _RGB32(r, g - 120, b - 100)
    fellipse x, y, 18, 11, _RGB32(r, g - 60, b - 50)
    fellipse x, y, 30, 7, _RGB32(r, g, b)
    For light = 0 To 5
        fcirc x - 30 + 11 * light + ls, y, 1, _RGB32(ls * 50, ls * 50, ls * 50)
    Next
    ls = ls + 1
    If ls > 5 Then ls = 0
End Sub

' ======== helper subs for drawShip that you can use for other things specially fcirc = fill_circle  x, y, radius, color

Sub fellipse (CX As Long, CY As Long, xr As Long, yr As Long, C As _Unsigned Long)
    If xr = 0 Or yr = 0 Then Exit Sub
    Dim h2 As _Integer64, w2 As _Integer64, h2w2 As _Integer64
    Dim x As Long, y As Long
    w2 = xr * xr: h2 = yr * yr: h2w2 = h2 * w2
    Line (CX - xr, CY)-(CX + xr, CY), C, BF
    Do While y < yr
        y = y + 1
        x = Sqr((h2w2 - y * y * w2) \ h2)
        Line (CX - x, CY + y)-(CX + x, CY + y), C, BF
        Line (CX - x, CY - y)-(CX + x, CY - y), C, BF
    Loop
End Sub

Sub fcirc (x As Long, y As Long, R As Long, C As _Unsigned Long) 'vince version  fill circle x, y, radius, color
    Dim x0 As Long, y0 As Long, e As Long
    x0 = R: y0 = 0: e = 0
    Do While y0 < x0
        If e <= 0 Then
            y0 = y0 + 1
            Line (x - x0, y + y0)-(x + x0, y + y0), C, BF
            Line (x - x0, y - y0)-(x + x0, y - y0), C, BF
            e = e + 2 * y0
        Else
            Line (x - y0, y - x0)-(x + y0, y - x0), C, BF
            Line (x - y0, y + x0)-(x + y0, y + x0), C, BF
            x0 = x0 - 1: e = e - 2 * x0
        End If
    Loop
    Line (x - R, y)-(x + R, y), C, BF
End Sub

Sub DrawTerrain (h, modN, c As _Unsigned Long) ' modN for ruggedness the higher the less smooth
    For x = 0 To _Width
        If x Mod modN = 0 Then ' adjust mod number for ruggedness the higher the number the more jagged
            If h < 350 - modN And h > 50 + modN Then
                dy = Rnd * 20 - 10
            ElseIf h >= 350 - modN Then
                dy = Rnd * -10
            ElseIf h <= 50 + modN Then
                dy = Rnd * 10
            End If
        End If
        h = h + .1 * dy
        Line (x, _Height)-(x, h), c
    Next
End Sub

Sub RotoZoom (X As Long, Y As Long, Image As Long, Scale As Single, degreesRotation As Single)
    Dim px(3) As Single, py(3) As Single, W&, H&, sinr!, cosr!, i&, x2&, y2&
    W& = _Width(Image&): H& = _Height(Image&)
    px(0) = -W& / 2: py(0) = -H& / 2: px(1) = -W& / 2: py(1) = H& / 2
    px(2) = W& / 2: py(2) = H& / 2: px(3) = W& / 2: py(3) = -H& / 2
    sinr! = Sin(-degreesRotation / 57.2957795131): cosr! = Cos(-degreesRotation / 57.2957795131)
    For i& = 0 To 3
        x2& = (px(i&) * cosr! + sinr! * py(i&)) * Scale + X: y2& = (py(i&) * cosr! - px(i&) * sinr!) * Scale + Y
        px(i&) = x2&: py(i&) = y2&
    Next
    _MapTriangle (0, 0)-(0, H& - 1)-(W& - 1, H& - 1), Image& To(px(0), py(0))-(px(1), py(1))-(px(2), py(2))
    _MapTriangle (0, 0)-(W& - 1, 0)-(W& - 1, H& - 1), Image& To(px(0), py(0))-(px(3), py(3))-(px(2), py(2))
End Sub
b = b + ...
Reply
#7
Excellent demo, thank you!
Reply
#8
Updated:  Still no explosions but it's starting to be a playable game.  Thanks for the advice, makes learning much quicker thanks to this forum.

I tried attaching the sound file (.ogg) but it says not allowed.   I guess I'll save that for later when this is finished.   

Cheers

Edit: control with arrow keys


Code: (Select All)
'Space Lander
'james2464
'Sept 2022


Dim scx, scy As Integer


'screen size
scx = 1100 '    640 min --- 1600 max  made for 1100
scy = 600 '    480 min --- 700 max    made for 600

Screen _NewImage(scx, scy, 32)

Randomize Timer

Const PI = 3.141592654#

Dim thrust&

thrust& = _SndOpen("thrustsnd.ogg")

Dim snap&, bgsnap&
snap& = _NewImage(60, 60, 32)
bgsnap& = _NewImage(scx + 1, scy + 1, 32)

Dim Shared c0(100) As Long

c0(0) = _RGB(0, 0, 0)
c0(1) = _RGBA(255, 255, 255, 150)
c0(2) = _RGB(255, 0, 0)
c0(3) = _RGB(150, 150, 255)
c0(4) = _RGB(0, 200, 50)
c0(5) = _RGB(105, 100, 95)
c0(6) = _RGB(55, 50, 45)
c0(7) = _RGB(255, 50, 50)
c0(8) = _RGB(125, 125, 200)
c0(9) = _RGB(50, 150, 255)
c0(10) = _RGB(255, 200, 125)
c0(11) = _RGB(23, 20, 17)
c0(12) = _RGBA(6, 3, 0, 100) 'terrain texture
c0(14) = _RGBA(255, 255, 255, 50)
c0(15) = _RGBA(255, 255, 255, 250)

c0(20) = _RGB(120, 120, 170) 'ship
c0(21) = _RGB(150, 150, 200) 'ship
c0(22) = _RGB(170, 170, 220) 'ship
c0(23) = _RGB(180, 180, 230) 'ship


c0(30) = _RGBA32(255, 255, 150, 160) 'ship exhaust
c0(31) = _RGBA32(255, 255, 150, 80) 'ship exhaust
c0(32) = _RGBA32(255, 255, 150, 40) 'ship exhaust
c0(33) = _RGBA32(255, 255, 150, 20) 'ship exhaust
c0(34) = _RGBA32(255, 220, 0, 200) 'ship exhaust
c0(35) = _RGBA32(255, 220, 0, 100) 'ship exhaust
c0(36) = _RGBA32(255, 220, 0, 70) 'ship exhaust
c0(37) = _RGBA32(255, 220, 0, 40) 'ship exhaust
c0(38) = _RGBA32(255, 220, 0, 10) 'ship exhaust
c0(39) = _RGBA32(255, 220, 0, 0) 'ship exhaust





Dim xx, yy
xx = scx / 2
yy = scy / 2

Type BB
    live As Integer
    x As Single
    y As Single
    xv As Single
    yv As Single
    age As Integer
    rad As Integer
    spd As Single
    colour As Integer
End Type

Dim Shared bnb(900) As BB

Type landingpad
    x1 As Single
    y1 As Single
    x2 As Single
    y2 As Single
    colour As Integer
    count As Integer
End Type

Dim Shared pad(100) As landingpad



Dim Shared j

Cls
Locate 20, 40
Print "Land carefully on each pad.  Return to the starting pad to complete."
Sleep




Do

    Cls



    'lower random landscape
    j = 0
    jj = 0
    k = 170
    Do
        j = j + 1
        jj = jj + 1
        If jj > 8 Then
            r = Int(Rnd * 5) - 2
            jj = 0
        End If
        k = k + r
        If k > 220 Then
            k = k - r
        End If
        If k < 120 Then
            k = k - r
        End If
        Line (j, scy - k)-(j, scy), c0(6)
    Loop Until j >= scx



    'add texture to terrain
    For tt = 1 To 2
        For tx = 1 To scx
            For ty = 1 To scy
                ttt = Int(Rnd * 18)
                If ttt > 16 Then
                    c0(99) = Point(tx, ty)
                    If c0(99) <> c0(0) Then
                        Line (tx, ty)-(tx + 2, ty + 2), c0(12), BF
                    End If
                End If
            Next ty
        Next tx
    Next tt



    '===== ground
    Line (0, scy - 20)-(scx, scy), c0(5), BF

    '===== right wall
    Line (scx - 40, 0)-(scx, scy - 20), c0(5), BF

    '===== left wall
    Line (0, 0)-(40, scy - 20), c0(5), BF

    'initialize pads



    pad(1).x1 = scx / 10
    pad(1).x2 = pad(1).x1 + 100
    pad(1).y1 = scy - 80
    pad(1).y2 = pad(1).y1 + 2
    pad(1).colour = 5
    pad(1).count = 0

    pad(2).x1 = scx / 3 + 50
    pad(2).x2 = pad(2).x1 + 75
    pad(2).y1 = scy - 50
    pad(2).y2 = pad(2).y1 + 2
    pad(2).colour = 5
    pad(2).count = 0

    pad(3).x1 = scx / 2 + 50
    pad(3).x2 = pad(3).x1 + 50
    pad(3).y1 = scy - 90
    pad(3).y2 = pad(3).y1 + 2
    pad(3).colour = 5
    pad(3).count = 0

    pad(4).x1 = scx - 120
    pad(4).x2 = pad(4).x1 + 40
    pad(4).y1 = scy - 50
    pad(4).y2 = pad(4).y1 + 2
    pad(4).colour = 5
    pad(4).count = 0

    '===== pad 1
    Line (pad(1).x1, yy)-(pad(1).x2, pad(1).y1), c0(0), BF

    '===== pad 2
    Line (pad(2).x1, yy)-(pad(2).x2, pad(2).y1), c0(0), BF

    '===== pad 3
    Line (pad(3).x1, yy)-(pad(3).x2, pad(3).y1), c0(0), BF

    '===== pad 4
    Line (pad(4).x1, yy)-(pad(4).x2, pad(4).y1), c0(0), BF



    'add stars
    For tt = 1 To 2
        For tx = 1 To scx
            For ty = 1 To scy
                ttt = Int(Rnd * 1999)
                If ttt > 1994 Then
                    c0(99) = Point(tx, ty)
                    If c0(99) = c0(0) Then
                        PSet (tx, ty), c0(14)
                        If ttt > 1997 Then
                            PSet (tx, ty), c0(1)
                        End If
                        xl = Int(Rnd * 100)
                        If xl > 98 Then
                            PSet (tx, ty), c0(15)
                            PSet (tx + 1, ty), c0(1)
                            PSet (tx, ty - 1), c0(1)
                            PSet (tx - 1, ty), c0(1)
                            PSet (tx, ty + 1), c0(1)
                        End If
                    End If


                End If
            Next ty
        Next tx
    Next tt



    '===== pad 1
    Line (pad(1).x1, pad(1).y1)-(pad(1).x2, pad(1).y2), c0(pad(1).colour), BF

    '===== pad 2
    Line (pad(2).x1, pad(2).y1)-(pad(2).x2, pad(2).y2), c0(pad(2).colour), BF

    '===== pad 3
    Line (pad(3).x1, pad(3).y1)-(pad(3).x2, pad(3).y2), c0(pad(3).colour), BF

    '===== pad 4
    Line (pad(4).x1, pad(4).y1)-(pad(4).x2, pad(4).y2), c0(pad(4).colour), BF



    '===== parameters
    dv = .027 '              time delay value

    stx = pad(4).x1 + 20 'starting pos x
    sty = pad(4).y1 - 20 'starting pos y

    bnb(1).live = 1
    bnb(1).colour = 3

    bnb(1).x = stx
    bnb(1).y = sty

    j = 1



    'game objective - to land safely on all 4 pads, the last one must be pad 4
    'ship starts at pad 4


    '======== main loop

    _PutImage (1, 1)-(scx - 1, scy - 1), 0, bgsnap&, (1, 1)-(scx - 1, scy - 1)



    flag = 0
    Do
        _Limit 30
        'check for stray sounds
        silence = 0
        If _KeyDown(18432) Then silence = silence + 1
        If _KeyDown(19200) Then silence = silence + 1
        If _KeyDown(19712) Then silence = silence + 1
        If silence = 0 Then 'there should be no thrust sound
            If _SndPlaying(thrust&) Then _SndStop (thrust&)
        End If



        'update screen
        keyfire1 = 0
        keyfire2 = 0
        keyfire3 = 0

        _PutImage (0, 0)-(scx, scy), bgsnap&, 0 'replace screen with background only (no ship)






        'find what's changed before drawing ship again

        'what colour pixels are beneath the ship?
        'need to rule out the sky somehow, so this can't interfere with the ship

        skpttot = 0
        c0(99) = Point(bnb(j).x - 16, bnb(j).y + 20)
        red% = _Red32(c0(99))
        grn% = _Green32(c0(99))
        blu% = _Blue32(c0(99))
        If red% = grn% And red% = blu% Then
            skptl = 0
        Else
            skptl = 1
        End If
        c0(99) = Point(bnb(j).x + 16, bnb(j).y + 20)
        red% = _Red32(c0(99))
        grn% = _Green32(c0(99))
        blu% = _Blue32(c0(99))
        If red% = grn% And red% = blu% Then
            skptr = 0
        Else
            skptr = 1
        End If
        skpttot = skptl + skptr
        If skpttot > 0 Then
            ccflag = 1 'contact
            If bnb(j).yv > .5 Then ccflag = 2 '                    was landing too hard?
        Else
            ccflag = 0 'no contact
        End If

        gravityadd = .025
        bnb(j).yv = bnb(j).yv + gravityadd




        If ccflag = 0 Then 'if ship is flying


            '===============  player input
            If _KeyDown(18432) Then
                If Not _SndPlaying(thrust&) Then _SndLoop thrust&
                bnb(j).yv = bnb(j).yv - .05
                keyfire1 = 1
            End If

            If bnb(j).yv > 10 Then bnb(j).yv = 10
            If bnb(j).yv < -10 Then bnb(j).yv = -10



            If _KeyDown(19200) Then
                If Not _SndPlaying(thrust&) Then _SndLoop thrust&
                bnb(j).xv = bnb(j).xv - .03
                keyfire2 = 1
            End If
            If bnb(j).xv < -5 Then bnb(j).xv = -5



            If _KeyDown(19712) Then
                If Not _SndPlaying(thrust&) Then _SndLoop thrust&
                bnb(j).xv = bnb(j).xv + .03
                keyfire3 = 1
            End If
            If bnb(j).xv > 5 Then bnb(j).xv = 5



            'if ship is not landed anywhere
            bnb(j).x = bnb(j).x + bnb(j).xv
            bnb(j).y = bnb(j).y + bnb(j).yv
            If bnb(j).x < 50 Then bnb(j).x = 50
            If bnb(j).x > scx - 50 Then bnb(j).x = scx - 50
            If bnb(j).y < 10 Then bnb(j).y = 10
            If bnb(j).y > scy - 30 Then bnb(j).y = scy - 30


            'ship
            drawship j, c0, bnb

            If keyfire1 = 1 Then
                fire1 j, c0, bnb
            End If
            If keyfire2 = 1 Then
                fire2 j, c0, bnb
            End If
            If keyfire3 = 1 Then
                fire3 j, c0, bnb
            End If




        Else 'ship is touching down

            'check to see if on a pad
            px = bnb(j).x: py = bnb(j).y
            pc = pad(1).count + pad(2).count + pad(3).count
            For t = 1 To 4
                If px > pad(t).x1 + 16 And px < pad(t).x2 - 16 And pad(t).count = 0 Then
                    If t < 4 Then
                        pad(t).count = 1
                        If ccflag = 1 Then
                            Line (pad(t).x1, pad(t).y1)-(pad(t).x2, pad(t).y2), c0(4), BF
                            eraseship j, c0, bnb
                            _PutImage (1, 1)-(scx - 1, scy - 1), 0, bgsnap&, (1, 1)-(scx - 1, scy - 1)
                        Else
                            Line (pad(t).x1, pad(t).y1)-(pad(t).x2, pad(t).y2), c0(2), BF
                            eraseship j, c0, bnb
                            _PutImage (1, 1)-(scx - 1, scy - 1), 0, bgsnap&, (1, 1)-(scx - 1, scy - 1)
                        End If
                    Else
                        If pc = 3 Then
                            pad(t).count = 1
                            If ccflag = 1 Then
                                Line (pad(t).x1, pad(t).y1)-(pad(t).x2, pad(t).y2), c0(4), BF
                                eraseship j, c0, bnb
                                _PutImage (1, 1)-(scx - 1, scy - 1), 0, bgsnap&, (1, 1)-(scx - 1, scy - 1)

                            Else
                                Line (pad(t).x1, pad(t).y1)-(pad(t).x2, pad(t).y2), c0(2), BF
                                eraseship j, c0, bnb
                                _PutImage (1, 1)-(scx - 1, scy - 1), 0, bgsnap&, (1, 1)-(scx - 1, scy - 1)
                            End If
                        End If
                    End If
                End If
            Next t

            If pad(4).count = 1 Then
                flag = 1
            End If

            '===============  player input
            If _KeyDown(18432) Then
                If Not _SndPlaying(thrust&) Then _SndLoop thrust&
                bnb(j).yv = bnb(j).yv - .05
                keyfire1 = 1
            End If

            If bnb(j).yv > 10 Then bnb(j).yv = 10
            If bnb(j).yv < -10 Then bnb(j).yv = -10

            'if ship is landed
            bnb(j).xv = bnb(j).xv * .6 'cancel out most of existing x velocity
            If bnb(j).yv > 0 Then bnb(j).yv = 0 'cancel y velocity if heading down

            bnb(j).x = bnb(j).x + bnb(j).xv
            bnb(j).y = bnb(j).y + bnb(j).yv

            If bnb(j).x < 50 Then bnb(j).x = 50
            If bnb(j).x > scx - 50 Then bnb(j).x = scx - 50
            If bnb(j).y < 10 Then bnb(j).y = 10
            If bnb(j).y > scy - 30 Then bnb(j).y = scy - 30

            'ship
            drawship j, c0, bnb
            If keyfire1 = 1 Then
                fire1 j, c0, bnb
            End If

        End If

        blink = blink + 1
        If blink < 25 Then
            bk = 0
        End If
        If blink > 24 Then
            bk = 9
        End If
        If blink > 50 Then blink = 0

        If ccflag = 0 Then
            Line (bnb(j).x - 1, bnb(j).y - 8)-(bnb(j).x + 1, bnb(j).y - 6), c0(bk), BF
        Else
            Line (bnb(j).x - 1, bnb(j).y - 8)-(bnb(j).x + 1, bnb(j).y - 6), c0(4), BF
        End If


        Line (45, 4)-(229, 188), c0(9), BF
        _PutImage (0, 0), 0, snap&, (bnb(j).x - 30, bnb(j).y - 20)-(bnb(j).x + 30, bnb(j).y + 40)
        _PutImage (47, 6)-(227, 186), snap&, 0

        _Delay dv

        _Display

    Loop Until flag = 1

    _Delay 4.0
    Cls

Loop


End

Sub eraseship (j, c0, bnb)
    Line (bnb(j).x - 16, bnb(j).y - 15)-(bnb(j).x + 16, bnb(j).y + 19), c0(0), BF
End Sub

Sub drawship (j, c0, bnb)
    Line (bnb(j).x - 3, bnb(j).y - 14)-(bnb(j).x + 3, bnb(j).y - 13), c0(22), BF
    Line (bnb(j).x - 5, bnb(j).y - 12)-(bnb(j).x + 5, bnb(j).y - 11), c0(21), BF
    Line (bnb(j).x - 6, bnb(j).y - 10)-(bnb(j).x + 6, bnb(j).y + 4), c0(20), BF
    Line (bnb(j).x - 6, bnb(j).y - 10)-(bnb(j).x - 16, bnb(j).y + 19), c0(20) 'long struts
    Line (bnb(j).x + 6, bnb(j).y - 10)-(bnb(j).x + 16, bnb(j).y + 19), c0(20) 'long struts
    Line (bnb(j).x - 16, bnb(j).y + 19)-(bnb(j).x - 6, bnb(j).y + 2), c0(20) 'short struts
    Line (bnb(j).x + 16, bnb(j).y + 19)-(bnb(j).x + 6, bnb(j).y + 2), c0(20) 'short struts
    Line (bnb(j).x - 1, bnb(j).y + 5)-(bnb(j).x + 1, bnb(j).y + 5), c0(20) 'engine
    Line (bnb(j).x - 2, bnb(j).y + 6)-(bnb(j).x + 2, bnb(j).y + 6), c0(20) 'engine
    Line (bnb(j).x - 3, bnb(j).y + 7)-(bnb(j).x + 3, bnb(j).y + 7), c0(20) 'engine
    'highlights
    Line (bnb(j).x - 6, bnb(j).y - 10)-(bnb(j).x - 6, bnb(j).y + 4), c0(20), BF
    Line (bnb(j).x + 6, bnb(j).y - 10)-(bnb(j).x + 6, bnb(j).y + 4), c0(20), BF
    Line (bnb(j).x - 5, bnb(j).y - 10)-(bnb(j).x - 4, bnb(j).y + 4), c0(21), BF
    Line (bnb(j).x + 5, bnb(j).y - 10)-(bnb(j).x + 4, bnb(j).y + 4), c0(21), BF
    Line (bnb(j).x - 3, bnb(j).y - 10)-(bnb(j).x - 2, bnb(j).y + 4), c0(22), BF
    Line (bnb(j).x + 3, bnb(j).y - 10)-(bnb(j).x + 2, bnb(j).y + 4), c0(22), BF
    Line (bnb(j).x + 1, bnb(j).y - 10)-(bnb(j).x - 1, bnb(j).y + 4), c0(23), BF
End Sub


Sub fire1 (j, c0, bnb)
    Line (bnb(j).x - 2, bnb(j).y + 8)-(bnb(j).x + 2, bnb(j).y + 9), c0(30), BF
    Line (bnb(j).x - 2, bnb(j).y + 10)-(bnb(j).x + 2, bnb(j).y + 10), c0(31), BF
    Line (bnb(j).x - 2, bnb(j).y + 11)-(bnb(j).x + 2, bnb(j).y + 12), c0(32), BF
    Line (bnb(j).x - 2, bnb(j).y + 13)-(bnb(j).x + 2, bnb(j).y + 15), c0(33), BF
End Sub

Sub fire2 (j, c0, bnb)
    Line (bnb(j).x + 7, bnb(j).y - 5)-(bnb(j).x + 12, bnb(j).y - 4), c0(31), BF
End Sub

Sub fire3 (j, c0, bnb)
    Line (bnb(j).x - 7, bnb(j).y - 5)-(bnb(j).x - 12, bnb(j).y - 4), c0(31), BF
End Sub
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#9
This is coming along really nice. Fun and challenging even without some of the ancillary game stuff.
DO: LOOP: DO: LOOP
sha_na_na_na_na_na_na_na_na_na:
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#10
Nicely done. Return trip was a bit nerve racking... but fun...
May your journey be free of incident. Live long and prosper.
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